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What are the rules about time limits and ties?

Posted:
Sun Jun 03, 2012 6:34 pm
by layers6036
OK so I have worked out that players can no longer be teleported in after T16. Then they start disappearing one by one after some more turns. But what happens then?
In a long game, my last player was about to pick up the ball and score a touchdown (no other players were left on the pitch) but despite my opponent being wiped out, the game ended and the match was awarded to my opponent. Have I missed an explanation of what happens in long games?
Re: What are the rules about time limits and ties?

Posted:
Sun Jun 03, 2012 6:35 pm
by RobertJPowell
If you had the last player on the pitch, you should have won automatically
Re: What are the rules about time limits and ties?

Posted:
Sun Jun 03, 2012 8:04 pm
by Teutatis
Unless you performed a successful roll and it's the win/loss bug rearing its ugly head again.
I had a similar game today, they start being ported out randomly around turn 25. I didn't do anything that needed a roll and I won with 2 players left on the field, one of them holding the ball.
Re: What are the rules about time limits and ties?

Posted:
Mon Jun 04, 2012 3:29 am
by Rogue
So the key strategy is if the game continues beyond 16 turns and you have more players on pitch, turtle and wait it out.
Hardly seems conducive to competitive play. It would be fairer if after 25 turns, the game started teleporting out players, and if you don't score a TD, then the game is ruled a draw.
Re: What are the rules about time limits and ties?

Posted:
Mon Jun 04, 2012 4:18 am
by saintpaul
I agree Rogue.
Playing last night on a pitch that you had to teleport I lost 5 players Lost in Space. My opponent kept the ballin his half and I pretty much just wasted an hour + in a stand off. Had I known how it was going to end I would have abandoned at turn 16 and saved myself an extra 10 odd turns of a standoff.
The ball no-where near the end zone when I lost all my players and would have been lucky to have scored before he ran out of players too.....I would rather have seen it played out that way than simply to lose because of crappy teleport rolls early on
Re: What are the rules about time limits and ties?

Posted:
Mon Jun 04, 2012 11:42 am
by Teutatis
A draw would have been more favourable IMHO, I didn;t even know itwas happening until my ball carrier dissapeared and left the ball lying there lol
As I recall, you suggested I foul your player on the teleport pad and lose a player to begin advancing into your zone...if the portal didnt kill him and put him into a zone under your control.
Moving all my players across the map to another pad and then take the random approach of hoping the ball carrier arrives in your half where 1 berserker, 2 blockers and a runner were waiting...and that out of my four pieces remaining, some would be with the carrier...that's not a strategy I'm familiar with tbh.
With all due respect, letting you take the risks was more favourable and logical...as an example you lost 5 players to the portals, that could easily have been me and had our positions been reversed I would have expected you to do the same thing and not slighted that approach.
No hard feelings on my part but I would have done the same thing again in hindsight.
Re: What are the rules about time limits and ties?

Posted:
Tue Jun 05, 2012 5:24 am
by Rogue
Just had this happen to me, so I expected the loss as I had less players. Did everything I would to even up the numbers or get control of the ball, but ran out of time.
What I didn't expect was that my opponent, who made no attempt to score, gets awarded both MVPs and both winnings.
That is VERY broken.
New game tactic is maximize roster, get 16 players on pitch, turtle on endzone, wait 30 turns. Instant win with double winnings, double MVP. Fun for the whole family.
Re: What are the rules about time limits and ties?

Posted:
Tue Jun 05, 2012 7:48 am
by Evilstein
I think that the dungeon design is a great part of the game balance. But, in other hand we should avoid the ball control breaking game by adding the Draw system if nobody scores until turn...26-30.
Re: What are the rules about time limits and ties?

Posted:
Tue Jun 05, 2012 9:31 am
by TrickyD
I get that you win both MVP if you keep bashing away at your opponent and win this way by being the last man standing, but losing MVP points to an opponent who doesn't do anything (not even defending his EZ) because he keeps running away to avoid confrontation while you keep losing players after t16 is unworthy of DB.
At least the loser who did everything to regain the ball and score should earn MVP points as well for doing just that.
He would still lose the match but this way he will still get the MVP points.
Re: What are the rules about time limits and ties?

Posted:
Wed Jun 06, 2012 4:05 am
by saintpaul
I had no grips with you at all Teutatis. We are all still learning the quirks of the game.
As the players started warping out I sat there hoping that you would still have to score or it be a draw but alas was not to be the case.
Considering I was down quite a few players to you thanks to all the lost in space, had I forseen the end result being as it went it was a pointless exercise after turn 16.
Had you still had to score to get the win with the players you had left (losing 1 a turn) it would have been worthwhile defending to the last, but thats clearly not the case atm with the current rules